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- import {
- Color,
- FrontSide,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- Plane,
- ShaderMaterial,
- UniformsLib,
- UniformsUtils,
- Vector3,
- Vector4,
- WebGLRenderTarget
- } from 'three';
- /**
- * Work based on :
- * https://github.com/Slayvin: Flat mirror for three.js
- * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
- * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
- */
- class Water extends Mesh {
- constructor( geometry, options = {} ) {
- super( geometry );
- this.isWater = true;
- const scope = this;
- const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
- const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
- const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
- const alpha = options.alpha !== undefined ? options.alpha : 1.0;
- const time = options.time !== undefined ? options.time : 0.0;
- const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
- const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
- const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
- const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
- const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
- const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
- const side = options.side !== undefined ? options.side : FrontSide;
- const fog = options.fog !== undefined ? options.fog : false;
- //
- const mirrorPlane = new Plane();
- const normal = new Vector3();
- const mirrorWorldPosition = new Vector3();
- const cameraWorldPosition = new Vector3();
- const rotationMatrix = new Matrix4();
- const lookAtPosition = new Vector3( 0, 0, - 1 );
- const clipPlane = new Vector4();
- const view = new Vector3();
- const target = new Vector3();
- const q = new Vector4();
- const textureMatrix = new Matrix4();
- const mirrorCamera = new PerspectiveCamera();
- const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
- const mirrorShader = {
- uniforms: UniformsUtils.merge( [
- UniformsLib[ 'fog' ],
- UniformsLib[ 'lights' ],
- {
- 'normalSampler': { value: null },
- 'mirrorSampler': { value: null },
- 'alpha': { value: 1.0 },
- 'time': { value: 0.0 },
- 'size': { value: 1.0 },
- 'distortionScale': { value: 20.0 },
- 'textureMatrix': { value: new Matrix4() },
- 'sunColor': { value: new Color( 0x7F7F7F ) },
- 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
- 'eye': { value: new Vector3() },
- 'waterColor': { value: new Color( 0x555555 ) }
- }
- ] ),
- vertexShader: /* glsl */`
- uniform mat4 textureMatrix;
- uniform float time;
- varying vec4 mirrorCoord;
- varying vec4 worldPosition;
- #include <common>
- #include <fog_pars_vertex>
- #include <shadowmap_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- void main() {
- mirrorCoord = modelMatrix * vec4( position, 1.0 );
- worldPosition = mirrorCoord.xyzw;
- mirrorCoord = textureMatrix * mirrorCoord;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_Position = projectionMatrix * mvPosition;
- #include <beginnormal_vertex>
- #include <defaultnormal_vertex>
- #include <logdepthbuf_vertex>
- #include <fog_vertex>
- #include <shadowmap_vertex>
- }`,
- fragmentShader: /* glsl */`
- uniform sampler2D mirrorSampler;
- uniform float alpha;
- uniform float time;
- uniform float size;
- uniform float distortionScale;
- uniform sampler2D normalSampler;
- uniform vec3 sunColor;
- uniform vec3 sunDirection;
- uniform vec3 eye;
- uniform vec3 waterColor;
- varying vec4 mirrorCoord;
- varying vec4 worldPosition;
- vec4 getNoise( vec2 uv ) {
- vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
- vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
- vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
- vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
- vec4 noise = texture2D( normalSampler, uv0 ) +
- texture2D( normalSampler, uv1 ) +
- texture2D( normalSampler, uv2 ) +
- texture2D( normalSampler, uv3 );
- return noise * 0.5 - 1.0;
- }
- void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
- vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
- float direction = max( 0.0, dot( eyeDirection, reflection ) );
- specularColor += pow( direction, shiny ) * sunColor * spec;
- diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
- }
- #include <common>
- #include <packing>
- #include <bsdfs>
- #include <fog_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <lights_pars_begin>
- #include <shadowmap_pars_fragment>
- #include <shadowmask_pars_fragment>
- void main() {
- #include <logdepthbuf_fragment>
- vec4 noise = getNoise( worldPosition.xz * size );
- vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
- vec3 diffuseLight = vec3(0.0);
- vec3 specularLight = vec3(0.0);
- vec3 worldToEye = eye-worldPosition.xyz;
- vec3 eyeDirection = normalize( worldToEye );
- sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
- float distance = length(worldToEye);
- vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
- vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
- float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
- float rf0 = 0.3;
- float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
- vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
- vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
- vec3 outgoingLight = albedo;
- gl_FragColor = vec4( outgoingLight, alpha );
- #include <tonemapping_fragment>
- #include <fog_fragment>
- }`
- };
- const material = new ShaderMaterial( {
- fragmentShader: mirrorShader.fragmentShader,
- vertexShader: mirrorShader.vertexShader,
- uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
- lights: true,
- side: side,
- fog: fog
- } );
- material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
- material.uniforms[ 'textureMatrix' ].value = textureMatrix;
- material.uniforms[ 'alpha' ].value = alpha;
- material.uniforms[ 'time' ].value = time;
- material.uniforms[ 'normalSampler' ].value = normalSampler;
- material.uniforms[ 'sunColor' ].value = sunColor;
- material.uniforms[ 'waterColor' ].value = waterColor;
- material.uniforms[ 'sunDirection' ].value = sunDirection;
- material.uniforms[ 'distortionScale' ].value = distortionScale;
- material.uniforms[ 'eye' ].value = eye;
- scope.material = material;
- scope.onBeforeRender = function ( renderer, scene, camera ) {
- mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
- cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
- rotationMatrix.extractRotation( scope.matrixWorld );
- normal.set( 0, 0, 1 );
- normal.applyMatrix4( rotationMatrix );
- view.subVectors( mirrorWorldPosition, cameraWorldPosition );
- // Avoid rendering when mirror is facing away
- if ( view.dot( normal ) > 0 ) return;
- view.reflect( normal ).negate();
- view.add( mirrorWorldPosition );
- rotationMatrix.extractRotation( camera.matrixWorld );
- lookAtPosition.set( 0, 0, - 1 );
- lookAtPosition.applyMatrix4( rotationMatrix );
- lookAtPosition.add( cameraWorldPosition );
- target.subVectors( mirrorWorldPosition, lookAtPosition );
- target.reflect( normal ).negate();
- target.add( mirrorWorldPosition );
- mirrorCamera.position.copy( view );
- mirrorCamera.up.set( 0, 1, 0 );
- mirrorCamera.up.applyMatrix4( rotationMatrix );
- mirrorCamera.up.reflect( normal );
- mirrorCamera.lookAt( target );
- mirrorCamera.far = camera.far; // Used in WebGLBackground
- mirrorCamera.updateMatrixWorld();
- mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
- // Update the texture matrix
- textureMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- textureMatrix.multiply( mirrorCamera.projectionMatrix );
- textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
- // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
- mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
- mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
- clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
- const projectionMatrix = mirrorCamera.projectionMatrix;
- q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
- q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
- q.z = - 1.0;
- q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
- // Calculate the scaled plane vector
- clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
- // Replacing the third row of the projection matrix
- projectionMatrix.elements[ 2 ] = clipPlane.x;
- projectionMatrix.elements[ 6 ] = clipPlane.y;
- projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
- projectionMatrix.elements[ 14 ] = clipPlane.w;
- eye.setFromMatrixPosition( camera.matrixWorld );
- // Render
- const currentRenderTarget = renderer.getRenderTarget();
- const currentXrEnabled = renderer.xr.enabled;
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
- scope.visible = false;
- renderer.xr.enabled = false; // Avoid camera modification and recursion
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
- renderer.setRenderTarget( renderTarget );
- renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
- if ( renderer.autoClear === false ) renderer.clear();
- renderer.render( scene, mirrorCamera );
- scope.visible = true;
- renderer.xr.enabled = currentXrEnabled;
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
- renderer.setRenderTarget( currentRenderTarget );
- // Restore viewport
- const viewport = camera.viewport;
- if ( viewport !== undefined ) {
- renderer.state.viewport( viewport );
- }
- };
- }
- }
- export { Water };
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